Hack-It |
Hack-It moves in, Hum following behind him. "Finish him off, little buddy."
Hum calibrates the distance from the target, readjusts its thrusters for the sonic recoil, and fires!
Hum vs Blue: 1d20 + 14 ⇒ (15) + 14 = 29
Damage (Sonic): 3d8 + 11 ⇒ (6, 8, 8) + 11 = 33
Game Master S |
Hum chirps, fires, blows the chest out of the undead, then chirps some more!
The only other door here also has a blast door in front of it. The computers continue to flash, and the entire ship is still on high alert.
Three rows of computer displays take up the center of this room, with additional control panels lining the fore wall. Monitors line the port, starboard, and aft walls, showing various decks and grav-train corridors of the ship’s interior and the Gate of Twelve Suns, as well as the position, direction, and possible firing arcs of dozens of armada ships in the system. Heavy doors are set into the fore and starboard walls.
For slaying the Captain of the Empire of Bones as well as its science officer and guards the party earns 34,200 XP.
Torin Janzi |
Janzi looks at one of the computers. Any chance you two can do something about that racket? he asks.
Booker Broadshaw |
Booker moves quickly to strip the dead of their gear and, in particular, any security or access cards they might carry. "Aye, see what level o'control these terminals provide. And find out what's on the other side o' that door." Booker points to the forward door.
Perception T10 for 24 searching the dead. To clarify, is the blast door on the forward door shut (i.e., no access)?
Game Master S |
Yes, there's a blast door, like in the main room.
Booker takes stock of the dead Science Officer: freebooter armor III, buzzblade dueling sword with 1 battery (20 charges), yellow star plasma rifle with 2 high-capacity batteries (40 and 36 charges each), personal comm unit
He also stands gloriously over the captain of the ship: advanced iridishell (white force field [15 HP]), shock grenades III (2), tactical autobeam rifle with 1 high-capacity battery (36 charges), a typical looking key card, some kind of unique key, system-wide comm unit
Hack-It |
Hack-It stands gloriously as the new captain of the ship. He takes the key card and the unique key, letting the others sift through the goodies. Then he heads over to the computer terminals.
"Hello beautiful. You're mine now. Let's see what there is to see..."
Grabbed the key card in case it helps with access to the computer systems. If needed, Hack-It will Take 10 for 33 on Computers. And if that doesn't give him access still then he will try again and I will roll (or roll for me with a +23. Oh, and a reminder that he has Hack Directory
Game Master S |
Hack-it's eyes glow in the screenlight...
This is the control room for the command link system that sends orders directly to the cybernetic zombies that run many of the systems throughout the ship. The rows of terminals function as a tier 10 computer. When used in conjunction with experienced officers and the non-cybernetic zombie crew, this command link system allows the crew of the Empire of Bones to operate at an extremely high level of efficiency. However, even without the assistance of the free-willed crew in key positions, these computers allow a startlingly small number of creatures to operate the ship (as long as the cybernetic zombie crew are still functional). Hack-it is now free to act as Engineer or Science Officer for the Empire of Bones. This system gives you access to two of the +10 computer bonuses for the crew if you can get the ship totally under control.
Game Master S |
This elegant room has smooth, bone-white walls and red-stained
wooden floors. A large table apparently carved from a single enormous slab of stone takes up much of the aft section of the room, with a blank computer display hanging from the ceiling nearby. Smaller stone pillars topped with black glass tabletops, each surrounded by several smaller chairs, are scattered throughout the rest of the room. A countertop that runs along the port wall and around the corner along the fore wall holds delicately formed crystal goblets and what appear to be food dispensers.
This room is devoid of foes, and the door North is similarly shut with an extra layer.
Gig Razorbyte |
"This looks like the undead backstage lounge. Do you really think undead need to lounge about?"
Gig looks around the room for anything of interest including under the table (in case they left any chewing gum).
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Game Master S |
Gig doesn't find anything, not even chewing gum.
The door to the north has a keycard slot, or could be broken down...
Booker Broadshaw |
"No, but its a decent enough place for us to hole up for a few. I need t'work the dents outta my armor."
Proposing we take 10 to recover SP before trying the card. Also switching my weapon back to the X-gen gun.
Game Master S |
You aren't being bombarded by reinforcements at the moment.
Torin Janzi |
Can Hack/Gig isolate the room from cameras, comms, etc.? If so, I say we take 10, yeah.
Game Master S |
Which room? You have total access to the ship's science and engineering computers (though there are no bridge cameras.)
Torin Janzi |
The lounge room, I meant. I know they are aware we're here, but I wanted to isolate this room from any external views and such.
Game Master S |
The party takes about ten minutes. It's enough time replay it all.
It all comes down to this...
Gig Razorbyte |
Gig takes some time to work at the controls of the bridge station. His fingers type rapidly as he tries to shut off any alarms, but also find a way to use the ship to possibly destroy the Stellar Degenerator.
Computers: 1d20 + 23 ⇒ (15) + 23 = 38
Game Master S |
With the cyber control key, Gig manages to disable and utterly wreck the alarm system. Unfortunately he cannot get access to weapons or piloting from here.
Booker Broadshaw |
"While we've got a minute," Booker labors with difficulty, wrestling with a dent, "see what we need t'get through that door." He motions to the blast door blocking their way forward.
After a few minutes, he straps in the armor again and puffs his way through two cigarettes. At last he stamps it out and hefts his heavy gun. "Alright. What've we got?"
Torin Janzi |
During the rest, Janzi pointedly ignores Hack-It's giddiness at offing the Captain and rummages through Booker's nullspace, pulling out various wicked-looking firearms and inquiring as to their efficacy.
Booker Broadshaw |
Booker chuckles and shrugs. "Maybe, maybe." But he does not take the gum.
"Janzi, give this a lookover, then lets try that key card and blast this place t'Hell."
After Janzi takes 20 for 40 on the door, Booker will open it with the key.
Game Master S |
With nerves of steel, Booker puts the car in, and opens the door to the bridge...
The first thing everyone sees are the three floor-to-ceiling windows show the stretch of space in front the vessel. It is immediately clear why you haven't had more pressure, the fight in space is the largest anyone has ever seen, even on vids. There are literally thousands of ships in view.
Five foot- deep recesses are located to the port and starboard of the dais, and walls of holoprojectors that stretch down from the ceiling surround each. The projectors fill the pits with three-dimensional holograms of the local space, including the Gate of Twelve Suns, the ships of the Corpse Fleet armada, and a massive cone-shaped megastructure sitting in a section of nonstandard space beyond the Gate. Rows of chains sit in front of bank of controls adjacent to the windows and most of the port and starboard walls.
A dais in the center of this large room supports an imposing throne-like chair with a computer console just in reach. Curved walls cut off the port and starboard corners of the fore walls; each has a door set in it. Atop the dias, standing in front of the chair is a powerful looking undead.
He does not turn, keeping his undead gaze upon the destruction beyond the windows. Still, he speaks directly into your minds, "I am impressed that you have made it this far. It is proof that you are worthy to join the Corpse Fleet once your mortal forms have been slain."
Game Master S |
"“It doesn’t matter if you win or lose here. Even if you manage to defeat us, the Corpse Fleet has more ships. More armadas. And all the time in the universe. As long as the Stellar Degenerator exists, the Corpse Fleet will seek to control it. Sooner or later, we will succeed. And then, everything dies once and for all.”
He turns and locks eyes with Booker, "Have at thee!" his physical voice is cracked, fried, and full of immense power! From the other side of the dais emerges a pair of the broken undead monks.
Opposite them is an armed and armored undead vesk
Serovox: 1d20 + 8 ⇒ (7) + 8 = 15
Kurobozu: 1d20 + 6 ⇒ (9) + 6 = 15
Undead vesk: 1d20 + 5 ⇒ (20) + 5 = 25
Booker: 1d20 + 11 ⇒ (6) + 11 = 17
Dunklezahn: 1d20 + 10 ⇒ (10) + 10 = 20
Gig: 1d20 + 4 ⇒ (12) + 4 = 16
Hack-it: 1d20 + 4 ⇒ (11) + 4 = 15
Janzi: 1d20 + 1 ⇒ (7) + 1 = 8
The vesk gives a croaking warcry and is the first to move, activating a haste circuit and closing. He levels his master aurora shock caster towards Booker... but then fires over his shoulder at the doorway!
ATK: 1d20 + 19 ⇒ (1) + 19 = 20 but completely misses!
Round 1:
Undead vesk: ATK
Dunklezahn: Go
Booker: Go
Gig: Go
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD
Dunklezahn |
As the blast splashes against the doorframe, Dunklezahn rushes into the room, taking quick stock of the combatants. Seeing the abomination that was a vesk, Dunklezahn charges it.
Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15
F Damage: 5d8 + 21 ⇒ (4, 7, 8, 6, 6) + 21 = 52
Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
F Damage: 5d8 + 21 ⇒ (2, 5, 8, 4, 5) + 21 = 45
Charges 97/100
Game Master S |
Dunk's first swing is easily blocked, but the second breaks through and burns a hole in the armor. The undead vesk gives a freakish laugh, "A worthy foe!"
Round 1:
Undead vesk: ATK
Dunklezahn: Hit
Booker: Go
Gig: Move
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD
Gatecrasher: 45
Booker Broadshaw |
Booker activates his own haste circuit (which I had forgotten about until now) and dumps lead into the admiral.
"Dunk, you're on vesk duty. Everybody else, fire on Serovox!"
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (1) + 19 + 1 + 1 - 5 = 17 CRITICAL MISS
Piercing Damage: 2d12 + 14 + 1 ⇒ (12, 7) + 14 + 1 = 34 ignores 5 DR
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (11) + 19 + 1 + 1 - 5 = 27
Piercing Damage: 2d12 + 14 + 1 ⇒ (7, 4) + 14 + 1 = 26 ignores 5 DR
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (20) + 19 + 1 + 1 - 5 = 36 CRITICAL HIT
Piercing Damage: 4d12 + 28 + 2 ⇒ (9, 12, 8, 3) + 28 + 2 = 62 ignores 5 DR
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (14) + 19 + 1 + 1 - 5 = 30
Piercing Damage: 2d12 + 14 + 1 ⇒ (12, 9) + 14 + 1 = 36 ignores 5 DR
Haste: 9/10 rounds. Clip: 60/100 rounds.
Game Master S |
Booker opens fire with the Onslaught! All. Four. Shots. Miss. Serovox turns and gives a dismissive chuckle at the misses. Booker can't figure out how he missed. He was SURE he nailed the admiral! The admiral wiggles their fingers and completely vanishes from sight!
Both monks crash in on Gig. Their speed is on full display in the large room. They both slam fists into the ysoki!
Black: 1d20 + 19 ⇒ (14) + 19 = 33 for DMG: 1d6 + 13 ⇒ (6) + 13 = 19
Red: 1d20 + 19 ⇒ (7) + 19 = 26 for DMG: 1d6 + 13 ⇒ (4) + 13 = 17
Round 1:
Undead vesk: ATK
Dunklezahn: Hit
Booker: Miss
Gig: Move
Serovox: Magic!
Kurobuzu: ATK
Hack-it: Go
Janzi: Go
MISS: 4d100 ⇒ (80, 6, 10, 34) = 130 ON, OFF, OFF, OFF
Gatecrasher: 45
Serovox: 20' WSW
Torin Janzi |
Mysticism: 1d20 + 24 ⇒ (17) + 24 = 41
Game Master S |
Looks like Serovox is Displaced and now invisible.
Torin Janzi |
Frack! The rat bastard is displaced! Janzi says, before a further string of expletives leap from his mouth. And now the rat bastard's gone invisible!
Janzi activates his haste circuit and moves into the room. New plan: take out the mooks until Rat-Bastard shows his ugly mug again. And he will.
He summons forth an otherworldly energy to create a small, spherical, floating wisp, which he directs (move action) to harry the Vesk hassling his Vesk. Wisp ally, provides harrying fire so +2 to Dunk's next attack roll vs. the Vesk.
Game Master S |
Janzi helps clear a few things up for Booker while giving Dunklezahn some help.
Round 1:
Undead vesk: ATK
Dunklezahn: Hit
Booker: Miss
Gig: Move
Serovox: Magic!
Kurobuzu: ATK
Hack-it: Go
Janzi: Magic
MISS: 4d100 ⇒ (80, 6, 10, 34) = 130 ON, OFF, OFF, OFF
Gatecrasher: 45
Serovox: 20' WSW
Gig Razorbyte |
Gig hastily retreats behind Janzi and then fires off an Explosive Blast to engulf the two monks in fire.
Explosive Blast: 9d6 + 5 ⇒ (4, 3, 3, 1, 1, 1, 5, 5, 1) + 5 = 29
Hack-It |
"Rat bastard, really Janzi. You hear that, Gig?" Hack-It says as he casually strolls into the room, Hum flying over his shoulder as usual. Seeing the others locked in combat, he sees the one-sided spread of foes. "Don't worry, Gig ol' buddy. I got you."
He snaps his fingers, and the rifle barrel on Hum whirs to life before firing off a blast!
I'd like to fire at Grey, but I can't tell by the map if there are walls blocking or if it's just a raised step. If he doesn't have LoS, then this is on Red
Hum vs Grey: 1d20 + 14 ⇒ (10) + 14 = 24
Damage (S): 3d8 + 11 ⇒ (8, 6, 5) + 11 = 30
Game Master S |
Per Slack, Gig is a little too eager. Hack-it, that area is slightly raised, but not enough to grant cover.
Hack-it orders Hum to get to work, and the drone promptly blows away part of the undead monk's face!
The vesk melee continues as the massive vesk uses a single arm to swing his massive swoop hammer at Dunklezahn:
ATK: 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29 Miss
ATK: 1d20 + 22 - 4 ⇒ (20) + 22 - 4 = 38 for DMG: 6d10 + 36 ⇒ (8, 10, 5, 6, 1, 1) + 36 = 67
The follow up hits him in the hip and knocks Dunklezahn prone!
Round 2:
Undead vesk: ATK
Dunklezahn: Go
Booker: Go
Gig: Go (May keep turn)
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD
MISS: 4d100 ⇒ (80, 6, 10, 34) = 130 ON, OFF, OFF, OFF
Gatecrasher: 45
Grey: 30
Serovox: 20' WSW
Booker Broadshaw |
"That's enough outta you," Booker quips at the vesk. Four heavy slugs smash towards the menace and his hammer.
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (5) + 19 + 1 + 1 - 5 = 21
Piercing Damage: 2d12 + 14 ⇒ (1, 11) + 14 = 26 ignores 5 DR
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (19) + 19 + 1 + 1 - 5 = 35
Piercing Damage: 2d12 + 14 ⇒ (5, 12) + 14 = 31 ignores 5 DR
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (6) + 19 + 1 + 1 - 5 = 22
Piercing Damage: 2d12 + 14 ⇒ (4, 4) + 14 = 22 ignores 5 DR
X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (7) + 19 + 1 + 1 - 5 = 23
Piercing Damage: 2d12 + 14 ⇒ (4, 7) + 14 = 25 ignores 5 DR
Haste Circuit: 8/10. Clip: 52/100 rounds.
Dunklezahn |
Dunklezahn lets out a loud growl as he is forced to stare up at the undead. He toggles on his haste circuit. As the world blurs slightly, Dunk stands and swings the spear at the undead, returning the blow in kind.
Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 6 ⇒ (9) + 18 - 6 = 21
F Damage: 5d8 + 21 ⇒ (6, 3, 6, 5, 1) + 21 = 42
Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 6 ⇒ (8) + 18 - 6 = 20
F Damage: 5d8 + 21 ⇒ (4, 2, 2, 2, 3) + 21 = 34
Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 6 ⇒ (8) + 18 - 6 = 20
F Damage: 5d8 + 21 ⇒ (7, 8, 6, 1, 3) + 21 = 46
Charges: 96/100
Game Master S |
The undead vesk blocks every one of Dunklezahn's attacks, "Pathetic, I don't see what the admiral sees." Indeed, Booker only scores a single hit! The grunt is barely there when it connects."[/b]
Round 2:
Undead vesk: ATK
Dunklezahn: Miss
Booker: Hits
Gig: Go (May keep turn)
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD
Gatecrasher: 76
Grey: 30
Serovox: 20' WSW
Game Master S |
Gig tries to extricate himself for a spell, but the undead have quick reactions:
AoO Black: 1d20 + 19 ⇒ (20) + 19 = 39 for DMG: 2d6 + 26 ⇒ (6, 4) + 26 = 36 The hit stuns Gig!
AoO Red: 1d20 + 19 ⇒ (10) + 19 = 29 for DMG: 1d6 + 13 ⇒ (6) + 13 = 19 [ooc]FORT Save DC 18[/dice]
After the two telling blows, Gig regains his senses, but precious time is lost. [ooc]You never cast your spell Gig, so you still have it.
The monks begin working on Gig with preternaturally fast strikes at impossible angles. It's horrible for Janzi to see:
Black: 1d20 + 19 ⇒ (5) + 19 = 24 MISS
Red: 1d20 + 19 ⇒ (11) + 19 = 30 for DMG: 1d6 + 13 ⇒ (1) + 13 = 14
Round 2:
Undead vesk: ATK
Dunklezahn: Miss
Booker: Hits
Gig: Stunned
Serovox: ???
Kurobuzu: ATK
Hack-it: Go
Janzi: Go
Gatecrasher: 76
Grey: 30
Red: (Sage Bane used)
Serovox: 20' WSW
Wall of force at 6.75"
Torin Janzi |
Gig losing a bunch of stamina on that round. Ouch.
Janzi conjures up a seven pointed disc of shimmering force that he flings at Red, ricocheting into Grey before it lands in the meatspace of one of the cybernetic corpses still wired up.
ranged attack vs. EAC: 1d20 + 11 ⇒ (7) + 11 = 18
force dmg: 3d6 ⇒ (1, 3, 6) = 10
ricochet into Grey vs. EAC: 1d20 + 11 ⇒ (14) + 11 = 25
force dmg: 2d6 ⇒ (1, 1) = 2
He continues to direct the wisp ally to provide harrying fire for Dunk against the vesk (move action to direct).
Game Master S |
Janzi splits his attention, helping Dunklezahn, and striking one of the undead with his disk, but to minimal effect.
Round 2:
Undead vesk: ATK
Dunklezahn: Miss
Booker: Hits
Gig: Stunned
Serovox: ???
Kurobuzu: ATK
Hack-it: Go
Janzi: 1 Hit
Gatecrasher: 76
Grey: 32
Red: (Sage Bane used)
Serovox: 20' WSW
Wall of force at 6.75"
Hack-It |
Working to keep a clear shot, Hack-It and Hum switch to fire on the other monk.
Hack-It vs Red: 1d20 + 14 ⇒ (20) + 14 = 34
Damage (Sonic): 6d6 + 10 ⇒ (1, 6, 3, 1, 2, 5) + 10 = 28 plus DC 20 Fort or Staggered 1 round
Hum vs Red: 1d20 + 14 ⇒ (15) + 14 = 29
Damage (Sonic): 3d8 + 11 ⇒ (7, 1, 5) + 11 = 24
Game Master S |
Hack-it and Hum come to Gig's rescue with a pair of devastating hits! FORT: 1d20 + 8 ⇒ (9) + 8 = 17 Staggered!
The undead vesk continues his slugfest with Dunklezahn. Twice the hammer swings at him I forgot the AoO! Doh! Putting it in now. AoO: 1d20 + 22 ⇒ (13) + 22 = 35 Hit v prone for DMG: 3d10 + 18 ⇒ (1, 10, 4) + 18 = 33
ATK 1: 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32 MISS
ATK 1: 1d20 + 22 - 4 ⇒ (12) + 22 - 4 = 30 MISS
Round 3:
Undead vesk: ATK
Dunklezahn: Go
Booker: Go
Gig: Go
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD
Gatecrasher: 76
Grey: 32
Red: 52 (Sage Bane used, staggered for Round 3)
Serovox: 20' WSW
Wall of force at 6.75"
Booker Broadshaw |
"Time to die, bub," Booker snarls, thundering another volley at the vesk.
X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (13) + 19 + 1 + 1 - 5 = 29
Piercing Damage: 2d12 + 14 ⇒ (9, 1) + 14 = 24 ignores 5 DR
X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (5) + 19 + 1 + 1 - 5 = 21
Piercing Damage: 2d12 + 14 ⇒ (7, 7) + 14 = 28 ignores 5 DR
X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (12) + 19 + 1 + 1 - 5 = 28
Piercing Damage: 2d12 + 14 ⇒ (7, 8) + 14 = 29 ignores 5 DR
X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (14) + 19 + 1 + 1 - 5 = 30
Piercing Damage: 2d12 + 14 ⇒ (8, 7) + 14 = 29 ignores 5 DR
"Any o' you lot find Serovox?" the veteran shouts at the others. Anybody have a way to deal with invisibility? Or displacement for that matter?
Haste Circuit: 7/10 rounds. Clip: 44/100 rounds.
Game Master S |
Booker's first shot hits an invisible wall of force just 10' away.
Round 3:
Undead vesk: ATK
Dunklezahn: Go
Booker: First hit stopped
Gig: Go
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD
Gatecrasher: 76
Grey: 32
Red: 52 (Sage Bane used, staggered for Round 3)
Serovox: 20' WSW
Wall of force at 6.75"